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Simeon Bloty

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43 views9 pages

Simeon Bloty

Uploaded by

Thiago
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Thief Rogue 7, School of… Outlander (Exile or outca…


CLASSE E NÍVEL ANTECEDENTE NOME DO JOGADOR
Simeon Bloty
High Elf Chaotic Good 194700
RAÇA TENDÊNCIA PONTOS DE EXP
NOME DO PERSONAGEM

INSPIRAÇÃO

FORÇA 15 4.19 30 I’m driven by a wanderlust that led me

1
away from home.
5 BÔNUS DE PROFICIÊNCIA

12 TRAÇOS DE PERSONALIDADE
PVs Máximo 70
1 Força
DESTREZA 9 Destreza
PONTOS DE VIDA ATUAIS
Change. Life is like the seasons, in

4
0 Constituição
constant change, and we must change with
8 Inteligência
it. (Chaotic)
19 -1 Sabedoria
1 Carisma IDEAIS
PONTOS DE VIDA TEMPORÁRIOS
CONSTITUIÇÃO TESTES DE RESISTÊNCIA

0 9 Acrobacia (Des)
16 My family, clan, or tribe is the most
important thing in my life, even when they

11 -1 Adestrar Animais …
are far from me.

3 Arcanismo (Int) VÍNCULOS


INTELIGÊNCIA 6 Atletismo (For)

3
6 Enganação (Car) NOME ATQ DANO/TIPO

3 História (Int) I am slow to trust members of other races,


Shortsword +9 1d6+4 Piercing
tribes, and societies.
16 -1 Intuição (Sab)
1 Intimidação (Car) Shortbow +9 1d6+4 Piercing
3 Investigação (Int) DEFEITOS
SABEDORIA
-1 Medicina (Sab) Dagger +9 1d4+4 Piercing

-1 3
9
Natureza (Int)
Percepção (Sab) Chill Touch +8 3d8 Necrotic
Thieves' Cant
9 1 Atuação (Car) Sneak Attack
Fire Bolt +8 3d10 Fire
1 Persuasão (Car)
Fey Ancestry
CARISMA
3 Religião (Int)
Magic Missile 1d4+1 Force Trance

1 14 Prestidigitação (D…
14 Furtividade (Des)
Sleep 5d8 Hit Point…
Darkvision

Wanderer
12 4 Sobrevivência (Sab)
ATAQUES & CONJURAÇÃO
Cunning Action
APTIDÕES
Fast Hands

30 Second-Story Work
19 SABEDORIA (PERCEPÇÃO) PASSIVA
CP SP EP GP PP Athlete

Uncanny Dodge
1 Trophy from an Animal You Killed
FERRAMENTA: Cozinhar, Disfarce, Thieves' Ritual Casting
1 Belt Pouch
Tools⁺
Arcane Recovery
1 Shortsword
IDIOMA: Common, Elvish, Orc, Sylvan, Thieves'
1 Shortbow Evocation Savant
Cant
1 Quiver Sculpt Spells
ARMADURA: Light Armor
36 Arrows War Caster
ARMA: Hand Crossbow, Longbow, Longsword,
1 Elven chain Potent Cantrip
Rapier, Shortbow, Shortsword, Simple weapons
EQUIPAMENTO
Evasion
OUTRAS PROFICIÊNCIAS & IDIOMAS
TALENTOS & TRAÇOS
NOME ATQ DANO/TIPO Total: 1 Total:
CP SP EP GP PP

Melf's Acid Ar… +8 4d4 Acid


1 36
1 Dagger ARCANE RECOVERY ARROWS

Fireball DC16 8d6 Fire 1 Thieves' Tools


0 incenso Total: Total: Exaustão
0 Hunting trap
Lightning Bolt DC16 8d6 Lightning
36 1
1 Traveler's clothes ARROWS
Espada Explos… +9 1d8+4 1 Burglar's Pack
100 ball bearing
Total: Total:
Shortsword +9 1d6+4 Piercing 1 string
2 flask of oil
Shortbow +9 1d6+4 Piercing
1 Backpack
5 Candle
Dagger +9 1d4+4 Piercing
1 Crowbar Total: Total:
1 Hammer
Chill Touch +8 3d8 Necrotic
5 Piton
1 Hooded lantern
Fire Bolt +8 3d10 Fire
5 Rations

Magic Missile 1d4+1 Force 1 Tinderbox


1 Waterskin

Sleep 5d8 Hit Points … 1 Hempen rope


1 Bolsa de componentes mágicos
Melf's Acid Ar… +8 4d4 Acid 1 Besta de mão drow
1 25 setas
Fireball DC16 8d6 Fire 1 lentes para enxergar no escuro
1 frasco que espirra liquido
Lightning Bolt DC16 8d6 Lightning

Wall of Fire DC16 5d8 Fire

ATAQUES & CONJURAÇÃO

EQUIPAMENTO
INTELIGÊNCIA 16 8

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUQUES 3 3 6 0

Mage Hand Fireball

Gaseous Form

Chill Touch Fly


7 0

Fire Bolt Dispel Magic

Message Lightning Bolt

Minor Illusion 8 0

Prestidigitation
4 3

Greater Invisibility
True Strike 9 0
Stoneskin

Wall of Fire

1 4
5 1
Detect Magic

Feather Fall Teleportation Circle

Grease

Mage Armor

Magic Missile

Tenser's Floating Disk

Jump

Sleep

Illusory Script

2 3

Detect Thoughts

Knock

Invisibility

Melf's Acid Arrow

Web

Suggestion

Spider Climb
TALENTOS & TRAÇOS
Thieves' Cant Evocation Savant
During your rogue training you learned thieves’ Cunning Action Beginning when you select this school at 2nd level,
cant, a secret mix of dialect, jargon, and code that Starting at 2nd level, your quick thinking and the gold and time you must spend to copy an
allows you to hide messages in seemingly normal agility allow you to move and act quickly. You can Evocation spell into your Spellbook is halved.
conversation. Only another creature that knows take a bonus action on each of your turns in
thieves’ cant understands such messages. It takes combat. This action can be used only to take the Sculpt Spells
four times longer to convey such a message⁠than it Dash, Disengage, or Hide action. Beginning at 2nd level, you can create pockets of
does to speak the same idea plainly. In addition, relative safety within the effects of your Evocation
Fast Hands Spells. When you cast an Evocation spell that
you understand a set of secret signs and symbols
Starting at 3rd level, you can use the bonus action affects other creatures that you can see, you can
used to convey short, simple messages, such as
granted by your Cunning Action to make a choose a number of them equal to 1 + the spell’s
whether an area is dangerous or the territory of a
Dexterity (Sleight of Hand) check, use your level. The chosen creatures automatically succeed
thieves’ guild, whether loot is nearby, or whether
thieves’ tools to disarm a trap or open a lock, or on their Saving Throws against the spell, and they
the people in an area are easy marks or will provide
take the Use an Object action. take no damage if they would normally take half
a safe house for thieves on the run.
damage on a successful save.
Second-Story Work
Sneak Attack
When you choose this archetype at 3rd level, you War Caster
Beginning at 1st level, you know how to strike
gain the ability to climb faster than normal; You have practiced casting spells in the midst of
subtly and exploit a foe’s distraction. Once per turn,
climbing no longer costs you extra movement. In combat, learning techniques that grant you the
you can deal an extra 4d6 damage to one creature
addition, when you make a running jump, the following benefits: You have advantage on
you hit with an attack if you have advantage on the
distance you cover increases by a number of feet Constitution saving throws that you make to
attack roll. The attack must use a finesse or a
equal to your Dexterity modifier. maintain your concentration on a spell when you
ranged weapon. You don’t need advantage on the
attack roll if another enemy of the target is within 5 take damage. You can perform the somatic
Athlete
feet of it, that enemy isn’t incapacitated, and you components of spells even when you have weapons
You have undergone extensive physical training to
don’t have disadvantage on the attack roll. The or a shield in one or both hands. When a hostile
gain the following benefits: Increase your Strength
amount of the extra damage increases as you gain creature’s movement provokes an opportunity
or Dexterity score by 1, to a maximum of 20. When
levels in this class, as shown in the Sneak Attack attack from you, you can use your reaction to cast a
you are prone, standing up uses only 5 feet of your
column of the Rogue table. spell at the creature, rather than making an
movement. Climbing doesn’t cost you extra
opportunity attack. The spell must have a casting
movement. You can make a running long jump or a
Fey Ancestry time of 1 action and must target only that creature.
running high jump after moving only 5 feet on foot,
You have advantage on saving throws against being
rather than 10 feet. Potent Cantrip
charmed, and magic can’t put you to sleep.
Starting at 6th level, your damaging Cantrips affect
Uncanny Dodge
Trance even creatures that avoid the brunt of the effect.
Starting at 5th level, when an attacker that you can
Elves don’t need to sleep. Instead, they meditate When a creature succeeds on a saving throw
see hits you with an attack, you can use your
deeply, remaining semiconscious, for 4 hours a day. against your cantrip, the creature takes half the
reaction to halve the attack’s damage against you.
(The Common word for such meditation is cantrip’s damage (if any) but suffers no additional
“trance.”) While meditating, you can dream after a Ritual Casting effect from the cantrip.
fashion; such dreams are actually mental exercises You can cast a wizard spell as a ritual if that spell
that have become reflexive through years of Evasion
has the ritual tag and you have the spell in your
practice. After resting in this way, you gain the Beginning at 7th level, you can nimbly dodge out
spellbook. You don’t need to have the spell
same benefit that a human does from 8 hours of of the way of certain area effects, such as a red
prepared.
sleep. dragon’s fiery breath or an ice storm spell. When
Arcane Recovery you are subjected to an effect that allows you to
Darkvision You have learned to regain some of your magical make a Dexterity saving throw to take only half
Accustomed to twilit forests and the night sky, you energy by studying your spellbook. Once per day damage, you instead take no damage if you succeed
have superior vision in dark and dim conditions. when you finish a short rest, you can choose on the saving throw, and only half damage if you
You can see in dim light within 60 feet of you as if expended spell slots to recover. The spell slots can fail.
it were bright light, and in darkness as if it were have a combined level that is equal to or less than
dim light. You can’t discern color in darkness, only half your wizard level (rounded up), and none of
shades of gray. the slots can be 6th level or higher. For example, if
you’re a 4th-level wizard, you can recover up to
Wanderer
two levels worth of spell slots. You can recover
You have an excellent memory for maps and
either a 2nd-level spell slot or two 1st-level spell
geography, and you can always recall the general
slots.
layout of terrain, settlements, and other features
around you. In addition, you can find food and
fresh water for yourself and up to five other people
each day, provided that the land offers berries,
small game, water, and so forth.
MAGIAS
Mage Hand Fire Bolt Minor Illusion
Conjuração cantrip Evocação cantrip Ilusão cantrip
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 30 feet Alcance: 120 feet Alcance: 30 feet
Alvo: A point you choose within range Alvo: A creature or object within range Alvo: See text
Componentes: V S Componentes: V S Componentes: S M
Duração: 1 minute Duração: Instantaneous Duração: 1 minute
Descrição: Descrição: Descrição:
A spectral, floating hand appears at a point you You hurl a mote of fire at a creature or object You create a sound or an image of an object within
choose within range. The hand lasts for the duration within range. Make a ranged spell attack against the range that lasts for the duration. The illusion also
or until you dismiss it as an action. The hand target. On a hit, the target takes 1d10 fire damage. ends if you dismiss it as an action or cast this spell
vanishes if it is ever more than 30 feet away from A flammable object hit by this spell ignites if it again. If you create a sound, its volume can range
you or if you cast this spell again. You can use your isn’t being worn or carried. This spell’s damage from a whisper to a scream. It can be your voice,
action to control the hand. You can use the hand to increases by 1d10 when you reach 5th level (2d10), someone else’s voice, a lion’s roar, a beating of
manipulate an object, open an unlocked door or 11th level (3d10), and 17th level (4d10). drums, or any other sound you choose. The sound
container, stow or retrieve an item from an open continues unabated throughout the duration, or you
container, or pour the contents out of a vial. You Message can make discrete sounds at different times before
can move the hand up to 30 feet each time you use Transmutação cantrip the spell ends. If you create an image of an object
it. The hand can’t attack, activate magic items, or Tempo de Conjuração: 1 action —such as a chair, muddy footprints, or a small
carry more than 10 pounds. Alcance: 120 feet chest—it must be no larger than a 5-foot cube. The
Alvo: A creature within range image can’t create sound, light, smell, or any other
Abjuração cantrip Componentes: V S M sensory effect. Physical interaction with the image
Tempo de Conjuração: Duração: 1 round reveals it to be an illusion, because things can pass
Alcance: Descrição: through it. If a creature uses its action to examine
Alvo: You point your finger toward a creature within the sound or image, the creature can determine that
Componentes: range and whisper a message. The target (and only it is an illusion with a successful Intelligence
Duração: the target) hears the message and can reply in a (Investigation) check against your spell save DC. If
Descrição: whisper that only you can hear. You can cast this a creature discerns the illusion for what it is, the
spell through solid objects if you are familiar with illusion becomes faint to the creature.
Chill Touch the target and know it is beyond the barrier.
Necromancia cantrip Magical silence, 1 foot of stone, 1 inch of common Prestidigitation
Tempo de Conjuração: 1 action metal, a thin sheet of lead, or 3 feet of wood blocks Transmutação cantrip
Alcance: 120 feet the spell. The spell doesn’t have to follow a straight Tempo de Conjuração: 1 action
Alvo: The space of a creature within range line and can travel freely around corners or through Alcance: 10 feet
Componentes: V S openings. Alvo: See text
Duração: 1 round Componentes: V S
Descrição: Duração: Up to 1 hour
You create a ghostly, skeletal hand in the space of a Descrição:
creature within range. Make a ranged spell attack This spell is a minor magical trick that novice
against the creature to assail it with the chill of the spellcasters use for practice. You create one of the
grave. On a hit, the target takes 1d8 necrotic following magical effects within range: You create
damage, and it can’t regain hit points until the start an instantaneous, harmless sensory effect, such as a
of your next turn. Until then, the hand clings to the shower of sparks, a puff of wind, faint musical
target. If you hit an undead target, it also has notes, or an odd odor. You instantaneously light or
disadvantage on attack rolls against you until the snuff out a candle, a torch, or a small campfire. You
end of your next turn. This spell’s damage increases instantaneously clean or soil an object no larger
by 1d8 when you reach 5th level (2d8), 11th level than 1 cubic foot. You chill, warm, or flavor up to 1
(3d8), and 17th level (4d8). cubic foot of nonliving material for 1 hour. You
make a color, a small mark, or a symbol appear on
an object or a surface for 1 hour. You create a
nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your
next turn. If you cast this spell multiple times, you
can have up to three of its non-instantaneous effects
active at a time, and you can dismiss such an effect
as an action.
Abjuração cantrip Grease Tenser's Floating Disk
Tempo de Conjuração: Conjuração 1 Conjuração 1
Alcance: Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alvo: Alcance: 60 feet Alcance: 30 feet
Componentes: Alvo: A 10-foot square centered on a point within Alvo: An unoccupied space of your choice that you
Duração: range can see within range
Descrição: Componentes: V S M Componentes: V S M
Duração: 1 minute Duração: 1 hour
True Strike Descrição: Descrição:
Adivinhação cantrip Slick grease covers the ground in a 10-foot square This spell creates a circular, horizontal plane of
Tempo de Conjuração: 1 action centered on a point within range and turns it into force, 3 feet in diameter and 1 inch thick, that floats
Alcance: 30 feet difficult terrain for the duration. When the grease 3 feet above the ground in an unoccupied space of
Alvo: A target in range appears, each creature standing in its area must your choice that you can see within range. The disk
Componentes: S succeed on a Dexterity saving throw or fall prone. remains for the duration, and can hold up to 500
Duração: ConcentraçãoUp to 1 round A creature that enters the area or ends its turn there pounds. If more weight is placed on it, the spell
Descrição: must also succeed on a Dexterity saving throw or ends, and everything on the disk falls to the ground.
You point a finger at a target in range. Your magic fall prone. The disk is immobile while you are within 20 feet
grants you a brief insight into the target’s defenses. of it. If you move more than 20 feet away from it,
On your next turn, you gain advantage on your first Mage Armor the disk follows you so that it remains within 20
attack roll against the target, provided that this spell Abjuração 1 feet of you. It can move across uneven terrain, up
hasn’t ended. Tempo de Conjuração: 1 action or down stairs, slopes and the like, but it can’t cross
Alcance: Touch an elevation change of 10 feet or more. For
Detect Magic Alvo: A willing creature who isn't wearing armor example, the disk can’t move across a 10-foot-deep
Adivinhação 1 Componentes: V S M pit, nor could it leave such a pit if it was created at
Tempo de Conjuração: 1 action Duração: 8 hours the bottom. If you move more than 100 feet from
Alcance: Self Descrição: the disk (typically because it can’t move around an
Alvo: Self You touch a willing creature who isn’t wearing obstacle to follow you), the spell ends.
Componentes: V S armor, and a protective magical force surrounds it
Duração: ConcentraçãoUp to 10 minutes until the spell ends. The target’s base AC becomes Jump
Descrição: 13 + its Dexterity modifier. The spell ends if the Transmutação 1
For the duration, you sense the presence of magic target dons armor or if you dismiss the spell as an Tempo de Conjuração: 1 action
within 30 feet of you. If you sense magic in this action. Alcance: Touch
way, you can use your action to see a faint aura Alvo: A creature
around any visible creature or object in the area that Magic Missile Componentes: V S M
bears magic, and you learn its school of magic, if Evocação 1 Duração: 1 minute
any. The spell can penetrate most barriers, but it is Tempo de Conjuração: 1 action Descrição:
blocked by 1 foot of stone, 1 inch of common Alcance: 120 feet You touch a creature. The creature’s jump distance
metal, a thin sheet of lead, or 3 feet of wood or dirt. Alvo: A creature of your choice that you can see is tripled until the spell ends.
within range
Feather Fall Componentes: V S
Transmutação 1 Duração: Instantaneous
Tempo de Conjuração: 1 reaction, which you take Descrição:
when you or a creature within 60 feet of you falls You create three glowing darts of magical force.
Alcance: 60 feet Each dart hits a creature of your choice that you
Alvo: Up to five falling creatures within range can see within range. A dart deals 1d4 + 1 force
Componentes: V M damage to its target. The darts all strike
Duração: 1 minute simultaneously, and you can direct them to hit one
Descrição: creature or several.
Choose up to five falling creatures within range. A Em Níveis Superiores: When you cast this spell
falling creature’s rate of descent slows to 60 feet using a spell slot of 2nd level or higher, the spell
per round until the spell ends. If the creature lands creates one more dart for each slot level above 1st.
before the spell ends, it takes no falling damage and
can land on its feet, and the spell ends for that
creature.
Sleep Detect Thoughts Knock
Encantamento 1 Adivinhação 2 Transmutação 2
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 90 feet Alcance: Self Alcance: 60 feet
Alvo: Creatures within 20 feet of a point you Alvo: Self Alvo: An object that you can see within range
choose within range (in ascending order of their Componentes: V S M Componentes: V
current hit points, ignoring unconscious creatures) Duração: ConcentraçãoUp to 1 minute Duração: Instantaneous
Componentes: V S M Descrição: Descrição:
Duração: 1 minute For the duration, you can read the thoughts of Choose an object that you can see within range.
Descrição: certain creatures. When you cast the spell and as The object can be a door, a box, a chest, a set of
This spell sends creatures into a magical slumber. your action on each turn until the spell ends, you manacles, a padlock, or another object that contains
Roll 5d8; the total is how many hit points of can focus your mind on any one creature that you a mundane or magical means that prevents access.
creatures this spell can affect. Creatures within 20 can see within 30 feet of you. If the creature you A target that is held shut by a mundane lock or that
feet of a point you choose within range are affected choose has an Intelligence of 3 or lower or doesn’t is stuck or barred becomes unlocked, unstuck, or
in ascending order of their current hit points speak any language, the creature is unaffected. You unbarred. If the object has multiple locks, only one
(ignoring unconscious creatures). Starting with the initially learn the surface thoughts of the creature— of them is unlocked. If you choose a target that is
creature that has the lowest current hit points, each what is most on its mind in that moment. As an held shut with arcane lock, that spell is suppressed
creature affected by this spell falls unconscious action, you can either shift your attention to another for 10 minutes, during which time the target can be
until the spell ends, the sleeper takes damage, or creature’s thoughts or attempt to probe deeper into opened and shut normally. When you cast the spell,
someone uses an action to shake or slap the sleeper the same creature’s mind. If you probe deeper, the a loud knock, audible from as far away as 300 feet,
awake. Subtract each creature’s hit points from the target must make a Wisdom saving throw. If it fails, emanates from the target object.
total before moving on to the creature with the next you gain insight into its reasoning (if any), its
lowest hit points. A creature’s hit points must be emotional state, and something that looms large in Invisibility

equal to or less than the remaining total for that its mind (such as something it worries over, loves, Ilusão 2

creature to be affected. Undead and creatures or hates). If it succeeds, the spell ends. Either way, Tempo de Conjuração: 1 action

immune to being charmed aren’t affected by this the target knows that you are probing into its mind, Alcance: Touch

spell. and unless you shift your attention to another Alvo: A creature you touch

Em Níveis Superiores: When you cast this spell creature’s thoughts, the creature can use its action Componentes: V S M

using a spell slot of 2nd level or higher, roll an on its turn to make an Intelligence check contested Duração: ConcentraçãoUp to 1 hour

additional 2d8 for each slot level above 1st. by your Intelligence check; if it succeeds, the spell Descrição:

ends. Questions verbally directed at the target A creature you touch becomes invisible until the
Illusory Script creature naturally shape the course of its thoughts, spell ends. Anything the target is wearing or
Ilusão 1 so this spell is particularly effective as part of an carrying is invisible as long as it is on the target’s
Tempo de Conjuração: 1 minute interrogation. You can also use this spell to detect person. The spell ends for a target that attacks or
Alcance: Touch the presence of thinking creatures you can’t see. casts a spell.
Alvo: Parchment, paper, or some other suitable When you cast the spell or as your action during Em Níveis Superiores: When you cast this spell
writing material the duration, you can search for thoughts within 30 using a spell slot of 3rd level or higher, you can
Componentes: S M feet of you. The spell can penetrate barriers, but 2 target one additional creature for each slot level
Duração: 10 days feet of rock, 2 inches of any metal other than lead, above 2nd.
Descrição: or a thin sheet of lead blocks you. You can’t detect
You write on parchment, paper, or some other Melf's Acid Arrow
a creature with an Intelligence of 3 or lower or one
suitable writing material and imbue it with a potent Evocação 2
that doesn’t speak any language. Once you detect
illusion that lasts for the duration. To you and any Tempo de Conjuração: 1 action
the presence of a creature in this way, you can read
creatures you designate when you cast the spell, the Alcance: 90 feet
its thoughts for the rest of the duration as described
writing appears normal, written in your hand, and Alvo: A target within range
above, even if you can’t see it, but it must still be
conveys whatever meaning you intended when you Componentes: V S M
within range.
wrote the text. To all others, the writing appears as Duração: Instantaneous
if it were written in an unknown or magical script Descrição:
that is unintelligible. Alternatively, you can cause A shimmering green arrow streaks toward a target
the writing to appear to be an entirely different within range and bursts in a spray of acid. Make a
message, written in a different hand and language, ranged spell attack against the target. On a hit, the
though the language must be one you know. Should target takes 4d4 acid damage immediately and 2d4
the spell be dispelled, the original script and the acid damage at the end of its next turn. On a miss,
illusion both disappear. A creature with truesight the arrow splashes the target with acid for half as
can read the hidden message. much of the initial damage and no damage at the
end of its next turn.
Em Níveis Superiores: When you cast this spell
using a spell slot of 3rd level or higher, the damage
(both initial and later) increases by 1d4 for each
slot level above 2nd.
Web Spider Climb Gaseous Form
Conjuração 2 Transmutação 2 Transmutação 3
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 60 feet Alcance: Touch Alcance: Touch
Alvo: A point of your choice within range Alvo: One willing creature you touch Alvo: A willing creature you touch
Componentes: V S M Componentes: V S M Componentes: V S M
Duração: ConcentraçãoUp to 1 hour Duração: ConcentraçãoUp to 1 hour Duração: ConcentraçãoUp to 1 hour
Descrição: Descrição: Descrição:
You conjure a mass of thick, sticky webbing at a Until the spell ends, one willing creature you touch You transform a willing creature you touch, along
point of your choice within range. The webs fill a gains the ability to move up, down, and across with everything it’s wearing and carrying, into a
20-foot cube from that point for the duration. The vertical surfaces and upside down along ceilings, misty cloud for the duration. The spell ends if the
webs are difficult terrain and lightly obscure their while leaving its hands free. The target also gains a creature drops to 0 hit points. An incorporeal
area. If the webs aren’t anchored between two solid climbing speed equal to its walking speed. creature isn’t affected. While in this form, the
masses (such as walls or trees) or layered across a target’s only method of movement is a flying speed
floor, wall, or ceiling, the conjured web collapses Fireball of 10 feet. The target can enter and occupy the
on itself, and the spell ends at the start of your next Evocação 3 space of another creature. The target has resistance
turn. Webs layered over a flat surface have a depth Tempo de Conjuração: 1 action to nonmagical damage, and it has advantage on
of 5 feet. Each creature that starts its turn in the Alcance: 150 feet Strength, Dexterity, and Constitution saving
webs or that enters them during its turn must make Alvo: A point you choose within range throws. The target can pass through small holes,
a Dexterity saving throw. On a failed save, the Componentes: V S M narrow openings, and even mere cracks, though it
creature is restrained as long as it remains in the Duração: Instantaneous treats liquids as though they were solid surfaces.
webs or until it breaks free. A creature restrained by Descrição: The target can’t fall and remains hovering in the air
the webs can use its action to make a Strength A bright streak flashes from your pointing finger to even when stunned or otherwise incapacitated.
check against your spell save DC. If it succeeds, it a point you choose within range and then blossoms While in the form of a misty cloud, the target can’t
is no longer restrained. The webs are flammable. with a low roar into an explosion of flame. Each talk or manipulate objects, and any objects it was
Any 5-foot cube of webs exposed to fire burns creature in a 20-foot-radius sphere centered on that carrying or holding can’t be dropped, used, or
away in 1 round, dealing 2d4 fire damage to any point must make a Dexterity saving throw. A target otherwise interacted with. The target can’t attack or
creature that starts its turn in the fire. takes 8d6 fire damage on a failed save, or half as cast spells.
much damage on a successful one. The fire spreads
Suggestion around corners. It ignites flammable objects in the Fly
Encantamento 2 area that aren’t being worn or carried. Transmutação 3
Tempo de Conjuração: 1 action Em Níveis Superiores: When you cast this spell Tempo de Conjuração: 1 action
Alcance: 30 feet using a spell slot of 4th level or higher, the damage Alcance: Touch
Alvo: A creature you can see within range that can increases by 1d6 for each slot level above 3rd. Alvo: A willing creature
hear and understand you Componentes: V S M
Componentes: V M Duração: ConcentraçãoUp to 10 minutes
Duração: ConcentraçãoConcentration, up to 8 Descrição:
hours You touch a willing creature. The target gains a
Descrição: flying speed of 60 feet for the duration. When the
You suggest a course of activity (limited to a spell ends, the target falls if it is still aloft, unless it
sentence or two) and magically influence a creature can stop the fall.
you can see within range that can hear and Em Níveis Superiores: When you cast this spell
understand you. Creatures that can’t be charmed are using a spell slot of 4th level or higher, you can
immune to this effect. The suggestion must be target one additional creature for each slot level
worded in such a manner as to make the course of above 3rd.
action sound reasonable. Asking the creature to stab
itself, throw itself onto a spear, immolate itself, or
do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a
failed save, it pursues the course of action you
described to the best of its ability. The suggested
course of action can continue for the entire
duration. If the suggested activity can be completed
in a shorter time, the spell ends when the subject
finishes what it was asked to do. You can also
specify conditions that will trigger a special activity
during the duration. For example, you might
suggest that a knight give her warhorse to the first
beggar she meets. If the condition isn’t met before
the spell expires, the activity isn’t performed. If you
or any of your companions damage the target, the
spell ends.
Dispel Magic Greater Invisibility
Abjuração 3 Ilusão 4 Teleportation Circle

Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Conjuração 5

Alcance: 120 feet Alcance: Touch Tempo de Conjuração: 1 minute

Alvo: One creature, object, or magical effect within Alvo: You or a creature you touch Alcance: 10 feet

range Componentes: V S Alvo: A 10-foot-diameter circle on the ground

Componentes: V S Duração: ConcentraçãoUp to 1 minute Componentes: V M

Duração: Instantaneous Descrição: Duração: 1 round

Descrição: You or a creature you touch becomes invisible until Descrição:

Choose one creature, object, or magical effect the spell ends. Anything the target is wearing or As you cast the spell, you draw a 10-foot-diameter

within range. Any spell of 3rd level or lower on the carrying is invisible as long as it is on the target’s circle on the ground inscribed with sigils that link

target ends. For each spell of 4th level or higher on person. your location to a permanent teleportation circle of

the target, make an ability check using your your choice whose sigil sequence you know and

spellcasting ability. The DC equals 10 + the spell’s Stoneskin that is on the same plane of existence as you. A

level. On a successful check, the spell ends. Abjuração 4 shimmering portal opens within the circle you drew

Em Níveis Superiores: When you cast this spell Tempo de Conjuração: 1 action and remains open until the end of your next turn.

using a spell slot of 4th level or higher, you Alcance: Touch Any creature that enters the portal instantly appears

automatically end the effects of a spell on the target Alvo: A willing creature within 5 feet of the destination circle or in the

if the spell’s level is equal to or less than the level Componentes: V S M nearest unoccupied space if that space is occupied.

of the spell slot you used. Duração: ConcentraçãoUp to 1 hour Many major temples, guilds, and other important
Descrição: places have permanent teleportation circles
Lightning Bolt This spell turns the flesh of a willing creature you inscribed somewhere within their confines. Each
Evocação 3 touch as hard as stone. Until the spell ends, the such circle includes a unique sigil sequence—a
Tempo de Conjuração: 1 action target has resistance to nonmagical bludgeoning, string of magical runes arranged in a particular
Alcance: Self (100-foot line) piercing, and slashing damage. pattern. When you first gain the ability to cast this
Alvo: Self (100-foot line) spell, you learn the sigil sequences for two
Componentes: V S M Wall of Fire destinations on the Material Plane, determined by
Duração: Instantaneous Evocação 4 the DM. You can learn additional sigil sequences
Descrição: Tempo de Conjuração: 1 action during your adventures. You can commit a new
A stroke of lightning forming a line 100 feet long Alcance: 120 feet sigil sequence to memory after studying it for 1
and 5 feet wide blasts out from you in a direction Alvo: A solid surface within range minute. You can create a permanent teleportation
you choose. Each creature in the line must make a Componentes: V S M circle by casting this spell in the same location
Dexterity saving throw. A creature takes 8d6 Duração: ConcentraçãoUp to 1 minute every day for one year. You need not use the circle
lightning damage on a failed save, or half as much Descrição: to teleport when you cast the spell in this way.
damage on a successful one. The lightning ignites You create a wall of fire on a solid surface within
flammable objects in the area that aren’t being range. You can make the wall up to 60 feet long, 20
worn or carried. feet high, and 1 foot thick, or a ringed wall up to 20
Em Níveis Superiores: When you cast this spell feet in diameter, 20 feet high, and 1 foot thick. The
using a spell slot of 4th level or higher, the damage wall is opaque and lasts for the duration. When the
increases by 1d6 for each slot above 3rd. wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, a
creature takes 5d8 fire damage, or half as much
damage on a successful save. One side of the wall,
selected by you when you cast this spell, deals 5d8
fire damage to each creature that ends its turn
within 10 feet of that side or inside the wall. A
creature takes the same damage when it enters the
wall for the first time on a turn or ends its turn
there. The other side of the wall deals no damage.
Em Níveis Superiores: When you cast this spell
using a spell slot of 5th level or higher, the damage
increases by 1d8 for each slot level above 4th.

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